This page contains additions, changes and fixes to InstaMAT products. It's a living document that will be continuously updated after each release.
This release contains the following improvements and changes.
This release further pushes InstaMAT's stellar performance when texturing to new heights delivering new shading capabilities, improved painting tools, improved terrain erosion, and better localization support across multiple languages. InstaMAT continues to focus on both power and usability to ensure artists can create higher-quality 3D assets with greater efficiency.
Check out the video to learn more about what's new.
This release delivers significant improvements to asset texturing in InstaMAT Studio, including new shading model support, enhanced performance, and improved painting tools.
It is now possible to enable additional channels such as Sheen and Clearcoat in Asset Texturing projects. These channels can be added in the Layering Project Editor panel under the Channels section.

Utilize clearcoat and sheen to visualize high-quality surfaces, such as car paint and fabrics.
InstaMAT automatically switches viewport shading models based on the channels needed for the active project. The active shading model can be seen in the status bar below the viewport.
The performance of InstaMAT's GPU-powered layering and painting engine has been further enhanced, allowing for even quicker texturing of 3D assets.
Adding a new layer channel now does not retroactively enable it for all existing layers in the project. This gives you the flexibility to apply specific effects where needed and improves texturing performance.
Hotkeys for the Paint Projector have been updated to the universal W, E, and R keys, which allow you to translate, rotate, and scale the projection area while painting.
Note: The Paint Eraser tool's keyboard shortcut has been changed to Z by default for new users and when resetting preferences through the Preferences panel. To enable rotation for the Paint Projector, please consider remapping the Paint Eraser's shortcut in the Preferences panel under the Shortcuts tab.
Toggle the Projection Clamp in the viewport toolbar to either allow the projection to repeat across tile boundaries or restrict it to a single tile.
Use the Projection Reset button in the viewport toolbar to quickly reset the projection area.
The Terrain Erosion node has been greatly improved with increased realism and consistency across execution resolutions.

InstaMAT's vewport features new improvements including improved transparency support and an expanded set of tonemapping options.
Transparency in the viewport has been greatly improved when texturing assets and creating materials.
The 3D viewport now includes two additional tonemap options: AgX and PBR Neutral. These options make it easier to visualize your 3D assets with accurate color and contrast for destinations such as game engines and rendering pipelines that utilize these specific tonemapping algorithms.
The Mesh Submesh Mask allows masking objects based on polygon adjacency, enabling separate parts of an object to be masked even when combined into a single mesh.
InstaMAT's Mesh Mask streamlines object masking through either manual selection or automatic identification using submesh names via the mesh filter. This method requires that scenes already contain multiple submeshes. The Mesh Submesh Mask can distinguish separate components within a combined submesh, eliminating the need to split the mesh into individual pieces.
This release features two new grunges: Plastered and Rampage 3.
The new Plastered grunge is great for adding distress to walls and architectural surfaces. Add additional micro detail with the Dissolve parameter.
InstaMAT adds to the Rampage line of grunges with Rampage 3. This complex grunge contains increased micro detail variation with scratches, brushed effects, tearing, and spots.
The Clouds Spots noise is great for creating natural breakup. When used in combination with the Iterate node users can create custom spots grunges.

InstaMAT's UI has improved localization for the following languages:
Asset Texturing
Library
Mesh Submesh Mask to create a mask based on polygon adjacency-based submesh detectionPlastered and Rampage 3Clouds Spots to create natural breakup and use in combination with Iterate node to create custom spots grunges.
Vec4 Array Create, to create arrays from multiple scalar valuesMesh Get Polygon Attributes nodeNearest filtering in the Tile Scatter node with multiple patternsViewport
Mesh Baking
General
Localization
InstaMAT 2025 introduces a groundbreaking set of features that are transforming how artists create stunning 3D assets and environments. This first release out of early access packs an enormous amount of improvements, including AAA-quality terrain generation and procedural asset placement, layer references and mask effects, curves nodes, and an enhanced viewport with raytracing effects!
Layer References enable you to create powerful, procedural effects by accessing data from layers positioned below in the layer stack. Simply create a Reference point on a lower layer. Then, use a Reference Generator on a layer above to access the reference layer's texture or mask information.

To learn more about Layer References, open the InstaMAT Crate tutorial project from the New Project screen. The project contains a group of layers dedicated to Layer References.
Multi-Chanel Layers can automatically populate their channels with information from references with a new input option in the Layer Channels panel. Select a Source Reference, then choose the channel from the source to supply the data.
Masks can be referenced from layers below and manipulated to create complex effects such as damage build-up or embossing.
Masks can now be manipulated with filters, unlocking powerful procedural workflows for texturing assets or creating procedural materials in layer-based projects.
For example, a painted mask can be blurred with
Mesh Blurthen warped with aSlope BlurorSlope Warpfilter to create damage effects.

InstaMAT 2025 adds world-class procedural terrain generation to InstaMAT's massive library of nodes and tools.
With the Terrain Erosion node, artists can easily apply natural thermal and water-based erosion utilizing the power of their GPU.
Use a simple set of sliders to control the natural erosion process that would take place over thousands of years.
Simulate natural rivers and waterways with the Terrain Water Simulation node. This node computes both a flow and a water accumulation map.
Simulate snow cover with the Terrain Snow Simulation node. Enter the geographical position of the terrain and the day of the year for physically accurate results.
Apply textures and materials to terrain using height data to generate complete biomes. With InstaMAT's extensive material library, you can quickly create stunning vistas and landscapes.
Utilize the Element Graph’s ability to combine images, meshes, and point clouds into a single graph by scattering assets like trees, rocks, and grass across procedural terrain.
Use the Scene Procedural Placement node to spawn meshes dynamically within a scene.
Use the Procedural Placement Layer node to scatter a layer of procedurally placed 3D assets on a height map. Create multiple placement layers to scatter a diverse set of objects in a scene.
Use the Procedural Placement Collision node to perform collision detection between two placement layers. This will prevent objects from spawning inside of one another.
Use the Procedural Placement Density node to generate a density map for the Procedural Placement Layer node. Use the attributes of a height map such as height and humidity to refine the density map.
InstaMAT includes a new suite of nodes for identifying naturally occurring phenomena—from hills and valleys to areas where sediment accumulates over time—making it easy to designate object placement.
The Terrain Landform node helps identify hills, valleys, and areas of natural sediment buildup for proper environment asset placement.
The Terrain Residual Map node makes it easy to determine different types of accumulation on natural terrain that can be used as a mask or density map when procedurally placing objects.
Use the Terrain Curvature node to quickly analyze a terrain's topology and identify the topology's peaks and valleys with various curvature types.
InstaMAT 2025 introduces a new suite of curves nodes, making it easier than ever to create smooth and complex shapes using Bezier curve paths (splines).
Use the Curves Scatter node to scatter images along a curve's path. The node's parameters let you control the number of scattered images, the curve range to scatter on, and the images' orientation — including aligning them with the curve's direction. And that's just the beginning!
The Curves Sampler node makes it possible to map data along the path of a curve. This makes it easy to define curve attributes at various points along a path, such as color, height, and thickness. These attributes can then be used to adjust the visualization of the curve using nodes such as Curves Lines and Curves Mapper.
The Curves Mapper node applies an image along a curve's path, making it easy to create complex patterns and shapes like stitching. You can control the image mapping by adjusting the UV scale and offset. The node even allows cylindrical twisting of UVs around the curve to create sophisticated rope or threading patterns.
Use the Curves Lines node to draw lines from curves. Control the color and thickness of the lines using gradients or data from the Curves Sampler node.
You can also generate Flood Fill data to easily identify and manipulate multiple lines with InstaMAT's extensive library of Flood Fill nodes.
Use the Curves Fill node to create closed shapes from a curve or set of curves. Control the softness of the filled shape. Add variance to the softness and the luminance of each enclosed shape.
The Curves Append node combines multiple curves into a single node. This allows you to use nodes like Curves Transform to transform multiple curves simultaneously or create complex patterns using Curves Scatter.
The Curves Filter node filters curves based on their index numbers, lengths, bounding boxes, and whether they form closed loops.
Use the Curves Transform node to translate, rotate, and scale multiple curves at a time.
Use the Curves Flip node to flip the direction of a curve or set of curves.
The Curves Warp node warps curves using either a grayscale intensity map or vector map. You can control both the strength and direction of the warping. The effect's influence on curves can be based on their position, spline distance, spline index, or data from a Curves Sampler node.
Use the Curves Weld Points node to weld multiple points of a curve together based on a distance threshold.
Use the Curves Circle node to create a perfect circular curve or arc. Adjust the radius and curve range to form an arc, then modify its translation, rotation, and scale.
Use the PointCloud Bezier Curve Generator node to generate a set of points along the path of a curve. Set attributes such as Normal, Color, Size, and Height based on inputs created by the Curves Sampler node. Use the Mesh Spawn On PointCloud node to spawn meshes onto the generated points.
InstaMAT Studio's physically accurate 3D viewport gains a massive boost in visual quality with new features such as raytraced shadows, global illumination, reflections, improved bloom and translucency, and support for Sheen, Anisotropic and Clearcoat materials.
Real-time raytraced shadows add extra levels of dimension and definition to 3D assets and materials.
Global illumination elevates the photorealism of 3D renders by simulating natural light behavior.
Raytraced Reflections enhance the quality of the viewport experience by creating a more immersive and lifelike environment.
With added support for Sheen, Anisotropic, and Clearcoat materials, InstaMAT Studio's viewport becomes more capable than ever before in visualizing high-quality surfaces, such as car paint, fabrics, and complex anisotropic metals.

InstaMAT's real-time 3D viewport now supports custom environment maps. Simply drag and drop an HDRI onto the viewport to load the image as an environment image. This makes it possible to visualize 3D assets with accurate lighting that corresponds to their destination environment while texturing and painting.
InstaMAT's viewport improvements extend to the Mesh Render and Scene Render nodes, including support for shadows, clearcoat, sheen, and anisotropic effects, enhancing both capability and render quality.
The new Post-Processing Effects node makes it easy to add cinematic effects to any image, including renders generated using InstaMAT's Mesh Render and Scene Render nodes. These effects include Vignette, Bloom, Chromatic Aberration and Lens Flare. You can also find these effects built into InstaMAT's Material Showcase node to add a cinematic touch to your material renders.
Two new bakers have been added to InstaMAT: a new Disk Sampling Curvature baker and a Bevel Normals baker.
The Disk Sampling mode for the Curvature baker yields significantly improved results for a wide range of use cases and texturing styles.
To access it, in the Mesh Baking panel, make sure Curvature is enabled as an active baker. Unhide the Curvature Settings in the Active Bakers section, and under the Curvature Mode dropdown select Disk Sampling.

The Bevel Normals baker generates a normal map with beveled edges along sharp angles. This helps add smooth, rounded edges to simplistic and low-poly meshes without the need to add additional subdivisions and polygons to the mesh's geometry.
To access it, in the Mesh Baking panel, enable Bevel Normals in the Inactive Bakers section.

A new collection of stylized materials has been added to InstaMAT's generative material library.

InstaMAT 2025 adds over 140 sci-fi decals to the built-in asset library. These fully customizable decals enable the creation of complex, futuristic designs and materials. You can apply them as a brush or decal layer when texturing assets, or use them as patterns when developing sci-fi materials in the Element Graph.

InstaMAT 2025 introduces new grunges and patterns for texture and material creation.
A grunge with moisture spots and stains, ideal to add moisture-like details to a roughness map.
A grunge with a hand-painted style, a great fit for stylized materials.
A grunge that represents a fully scratched and worn-out surface with a configurable number of scratches and scratch orientations.
A grunge with a lot of flecks and spots ideal for surfaces that need to be detailed with dried moisture or mold.
Creates a chaotic, irregular pattern with hard edges.
The new and improved Mesh Blur node can now blur across UV seams. Use it to create various photo-realistic and stylized effects when texturing 3D assets.
InstaMAT 2025 introduces new nodes for creating stylized materials and textures, featuring a new Stylized Filter node along with a set of nodes for baking lighting and shadows.
Use the Stylized Filter node to create painterly effects with modes like Kuwahara and Nearest Neighbor. Use the new filter node to stylize color/grayscale images as well as normal maps.
The Mesh Bake Light node bakes lighting from up to three lights into a color map or generates a mask. Choose from area, point, or directional light types. Position, rotate, and scale lights using viewport gizmos.
The Mesh Shadow Mask node generates a mask from a 3D light source. You can choose from various light types, including area, point, and directional lights. Position the light precisely using viewport gizmos.
Drag an image from the Package Management panel directly onto an asset in the viewport to instantly create a decal layer. You can then precisely position, rotate, and scale the decal using viewport gizmos, or use the Decal Picker to place the decal on the mesh at your chosen location.
Dragging an image into the Layer Stack automatically creates a new layer with a UV projection mode.
The Paint Projector now has free rotation, scale, and translation controls, adding more artistic control when painting stencils or even entire materials.

Compatible resources such as images, meshes, and point clouds can be added to the User Library by moving them into a new Assets subdirectory in the InstaMAT user data folder. Assets placed in the Assets directory can be used without needing to add them to an InstaMAT package first.
The InstaMAT user data folder is typically located in your user's Documents folder.
InstaMAT can now load string information directly from a file using the String from Resource node. This enables reading text files in various formats, including JSON data. In addition, InstaMAT now includes several nodes that can parse JSON data, making it possible to control the execution of a graph from an external file.
InstaMAT Studio 2025 seamlessly integrates with Abstract Polyverse to make sharing and organizing materials, nodes, and projects simpler than ever.
To instantly upload projects to your public or private Polyverse asset libraries, simply click the Share to Polyverse button in the Package Management panel. From there, you can choose to share your project as a 3D material or a cooked package.
Polyverse enables you to organize assets by category, description, and tags. Each asset tracks its version history, keeping everyone up to date and allowing users to revert to previous versions when needed. You can also view materials and 3D assets in the real world with one click using AR.
Share your creations publicly to receive likes and comments, or upload them to a private team library for efficient feedback and collaboration.
This release contains the following improvements and changes.
Layering/Asset Texturing
Library
Curves Weld Points, Curves Filter, Curves Warp, Curves Transform, Curves Append and Curves FlipCurves Merge to merge multiple paths into oneCurves Circle to create a circle or arc pathBezier Curve now provides support for creating curve pathsBezier Curve now supports editing multiple paths in the widgetBezier Curve node has an optional flood fill outputCurves Fill to draw curve paths as shapesCurves Lines to draw curve paths as linesCurves Scatter to scatter points along the curve pathsCurves Mapper to map an image stretched along the curve pathsCurves Sampler to sample an image and convert it to the curve formatTerrain Erosion which performs hydraulic erosion on the heightmapTerrain Thermal Erosion which performs thermal erosion on the heightmapTerrain Water Simulation to perform a flow map and water accumulation simulationTerrain Water Simulation to perform a flow map and water accumulation simulationTerrain Solar Radiation computes the amount of sunlightTerrain Height to Normal computes the normal based on the physical size of the terrainTerrain Splatmap and Terrain Material Splatmap for texturing heightmapsTerrain Slope Selector and Terrain Elevation Selector for creating masks from a heightmapTerrain Preview for previewing a heightmap with a configurable PBR materialTerrain Landform, Terrain Residual Map and Terrain CurvatureHeight Inflate to inflate or deflate a heightmap based on the slopeHeight Collapse to an inward or outward erosion based on the slopeHeight Stratification to apply a terracing filter on the heightmapHeight Contour Lines to create contour lines from a heightmapHeight to Cone Step Map nPass to compute a cone step mapNormal To Angle to compute the slope and angle of a normal mapProcedural Placement Density to generate a probability map based on the height or humidityProcedural Placement Layer to create a procedural placement layer on a heightmapProcedural Placement Collision to perform collision of multiple placement layersScene Procedural Placement to spawn meshes dynamically within a sceneScene Compare to compare two scenes similar to Mesh CompareStylized Filter to produce a stylized effect with various modes like KuwaharaMix Blend added Oklab optionPostprocessing Effects to add effects such as boom, lens flare and glare, chromatic aberration and vignetteMaterial Showcase nodeMesh Polygon Mask node supports per-axis scaling and rotation and multi-point selectionUV Shell Mask supports more position input parametersMesh Blur now has an option to blur across seamsMesh From Height adds a new Adaptive option for reduced triangle countMesh Vertex Color Mask to create a mask from vertex colorsMesh Light Mask to bake in faux lightingMesh Shadows Mask to bake in raytraced shadowsMesh Compute Packed BVH to compute the BVH of a mesh in arraysMesh Image BVH to compute the BVH of a mesh in texturesMesh Render now supports raytraced shadows, area lights, sheen and anisotropic materialsMesh Random Transform Submesh to apply a random transform to submeshesPointCloud from Volume to create a Point Cloud from analytical shapesPointCloud Bezier Generator to create a Point Cloud from a Bezier curve compatible with the curves nodesPointCloud Position Generator to create a Point Cloud using Poisson disk samplingPointCloud Circle Generator to create a Point Cloud using a circle or spiralPointCloud Cull Normal, PointCloud Cull Plane, PointCloud Cull Mask and PointCloud Cull PositionPointCloud Image Sampler to sample Point Cloud attributes from an imageGet Image Bit Depth to retrieve the bit depth and texture format of an imageMesh Extract UDIM Tile to retrieve the mesh at a specific UDIM tileHeight to Curvature to create a curvature mask from the height data in the layer stack of all preceding layersCrystal Slices to generate a chaotic, irregular pattern with hard edgesMoisture Spots to add moisture-like details to a roughness mapSwiped Out for brushed off or worn out surfacesBrushed Over with a hand-painted styleScratched to create a fully scratched and worn-out surfaceFlecks for surfaces that need to be detailed with dried moisture or moldMesh Voxelize Per Submesh to voxelize each submesh of an input mesh independently while preserving the names of the submeshesMesh Bake node supports submesh filteringBlur is now accessible as an effect in Layering projectsRope Fibers now provides a more realistic pattern for the threadsTile alpha blending supportGaussian Noise, Wavelet Noise and Mesh Wavelet NoiseWeave Pattern Generator now supports UV mappingRandom Scatter added options for per-tile offsets and rotation advanceJSON Parse Float, JSON Parse String, JSON Parse Array and otherString From Resource to open a text file as stringString Array Append, String Array FindCompute Histogram added options to compute the median and/or meanMaterial Multi Blend for blending PBR materialsSummed Area Table support for bordersHDRI Mesh Equirectangular to render a mesh using an Equirectangular projectionTile nodeCanvas
ElementSceneViewport
Mesh Baking
Output Export
Inherited outputs textures in the correct formatGeneral
Assets subfolder of a user data directory to be quickly accessible as external assetsElementString variables can be forced into one line with a new option in the Graph Variable EditorMaterialize Image
Preferences and shortcuts
Localization
Windows Installer
SDK and Pipeline
General
UI/UX
General
UI/UX
General
UI/UX
This release contains the following improvements and changes.
UX FIXED: Cursor getting stuck when interacting with UIUI FIXED: Search behavior when performing sequential searchesUI FIXED: Global search hiding graph categories toolbar UIUI IMPROVED: User Paths settings UI and custom packages handlingUI ADDED: Option to export textures to a custom pathUI ADDED: Maximum execution size settingUI ADDED: Quality parameter when exporting textures to disk as JPGUI ADDED: Support for graph Tags in Meta Data UIUI ADDED: Deauthorization option through the Settings panelUI FIXED: Several different input types errorsUI FIXED: Translated strings typos and messagesUI FIXED: Grayscale values not workingUI FIXED: Color sliders from the color picker not workingUI FIXED: Unsigned integers minimum range valuesUI FIXED: Removed search persistence when saving blend fileUI IMPROVED: Custom graphs category panelsUX IMPROVED: Changed loading text to spinning iconUX IMPROVED: Drawing gamma-corrected UI color picker to match visualized colors betterUX IMPROVED: Disabled by default popup message when updating a graph instanceUX IMPROVED: Immediately displaying instance settings when creating a new instanceUX IMPROVED: Grayscale values as percentage slidersUX IMPROVED: Automatically updating instance when update type is set to AutomaticUI FIXED: UI jumps when modifying graph instanceUI ADDED: Mesh preview for graph output nodesUI IMPROVED: Search behavior with filters and local searchUI IMPROVED: Name suggestions when creating graphs and instances to follow Unreal Engine styleUI IMPROVED: Hiding texture settings if a graph does not output textureUI FIXED: Invalid slider values for some specific propertiesUI FIXED: Incorrect minimum and maximum values for some specific propertiesUI FIXED: Incorrect height of graph Tags UI elementUI ADDED: Support for graph Tags in Meta Data UIUI ADDED: Support for local searchUI ADDED: Plugin iconUX IMPROVED: Opening File Explorer/Finder when exporting textures to diskUX IMPROVED: Using Content Browser when importing graphUX IMPROVED: Using Content Browser when creating graph instanceUX IMPROVED: User Path list modificationsUX IMPROVED: Navigating Content Browser to InstaMAT Graph Instance object when creating new graph instanceThis release contains the following improvements and changes.
Layering
Reference layersMesh UV Shell Mask and Mesh Polygon Mask to create a mask based on a mesh UV shell and a mesh polygon selection. UV shells and polygons can be easily picked in the viewportMulti-Material (Unified) modeMesh ID to MaskCanvas and nodes
Symmetry Slice to mirror an image over a planeTriangle Pattern creates interesting irregular patterns of trianglesHex to ColorBlend node by hiding advanced controlsMesh Set Normal to assign vertex normals to a meshMesh Transfer Attribute to transfer vertex attributes from one mesh to another by ray-casting or searchMesh Tile for properties such as normals, vertex colors and texture coordinatesMesh Target Scale to automatically adjust the size of one mesh based on a target meshAuto Crop for elongated shapesLevels and Curves have a new parameter to control the blend opacityMesh SubdivisionHDRI Compose to compose two high-dynamic range imagesHDRI Convolute to precompute HDRI convolutionsMesh Closest Point to find the closest point to a mesh within a specified radiusArray of UInt32Mesh Select Polygons By Volume to select an array of polygons based on a 3D volumeMesh Select Polygons By Direction to select an array of polygons based on a 3D directionMesh Extract By UV Shell to extract a submesh based on the UV shellMesh Extract By Polygons to extract a submesh based on an array of polygonsMesh Delete By Polygon to delete an array of polygons from the meshMesh Polygon To Vertex Selection to convert a polygon selection to a vertex selectionPointCloud from Mesh to create a point cloud based on an array selectionMesh Calculate Normals if the mesh contains a large number of degeneratesMesh Delete Degenerate Polygons to remove degenerate polygons from the meshMesh Painting in the canvasGeneral
Tutorials
Scatter Bake, learn how to dynamically scatter meshes over a plane and use them for material designOld Grassy Pavement, learn the basic workflows of Material Layering in this starter projectIntegrations and Plugins
InstaMAT for BlenderInstaMAT for Autodesk MayaInstaMAT for UnityInstaMAT for Unreal EngineLocalization
This release contains the following improvements and changes.
Localization — InstaMAT's user interface is now localized with the help of AI translation.
Layering
Projection Mode is now Tri Planar.Canvas and nodes
Smooth and Segment Count parametersXMesh Baking:
Materialize Image
General
New tutorials